Prerequisites: Int 50, Forbidden Lore Archeotech, Tech-use 20,
Imperial secret languages x 3
Micro-Power Field Vambraces
Prehensile Data-spike mechadendrite
Descriptions of talents
Data-fog Servants of the Machine-God page 76, edited for Ultima Tectum campaign
Applied by secretive Dataproctor cult of Mechnicum. For them being a ghost in the machine has it’s advantages. Like invisibility to the multifarious auspexes built in every facet of Imperial technology, granting a freedom to travel without digital footprints of any kind. Flickering like a negative exposure on a pict-plate, appearing as a ghost image that fades a heartbeat later, as thought he were an adept-shaped hole in the digital reality.
As an offensive it can be used to erase the entity of the individual existence from every nook and cranny of the noosphere. Rendering target’s rank, credit rating, passwords, privileges and Cognomen void in the sensor’s of Imperial technology.
Data-breach (talent), inspired by Servants of the Machine-God page 78 and edited from RT Psychic disciplines for Ultima Tectum campaign.
A Dataproctor is able to perform Data Perceiving and Data Alteration actions to any digital information stored within the STC technology, a noosphere or an entity with an Imperial Machine trait.
Range: 1m x Machine trait of a target
This technique allows the Dataproctor to peel back the layers of targets internal and external data through scanning the augmentations and beyond.
It takes 5 rounds of sustained effort to complete the upload. The Dataproctor must win an Opposed tech-use skill check to successfully establish the link to the target’s mind. Each Round, the Dataproctor digs successively deeper into the subject’s digital self. If the Dataproctor wins -20 opposed tech-use skill check, he gleans certain information from the target’s digital footprint, depending on what level of contact he has achieved. If the Dataproctor fails the Opposed tech-use test, the Data Perceiving is rebuffed, the attempt fails, and the Dataproctor suffers one level of Fatigue for every degree of failure. A target may attempt to perceive failed Data Perceiving. This is a gentle process, with subtlety as a factor, and the target will not be aware that his mind is being plundered. The Dataproctor retains any knowledge he received at each level he successfully attained.
Although a successful Data Perceiving takes five Rounds to complete, it only requires a single -20 tech-use skill check. Failing the tech-use skill check (or losing, as it is an Opposed Test) only takes one Round for the Dataproctor using the talent.
Round One (Contact)
The Dataproctor makes initial contact, and learns basic information about the target such as his name, mood, Insanity level, cybernetics and the state of his physical health.
Round Two (Surface Thoughts)
Now the Dataproctor can sense the thoughts uppermost in the target’s mind, such as immediate fears/concerns, conscious lies, etc.
Round Three (Short Term Memory)
The Dataproctor can now sort through the target’s memories over the last 12 hours. Less casual information the subject may keep as secrets—such as simple passwords or recent experiences he might wish to hide—may also be available at this level.
Round Four (Subconscious)
The Dataproctor now gains detailed information about people, places, or objects that the target considers as important and how they relate to each other. The target’s beliefs, motivations and personal goals are known, as any contacts or complicated hidden ciphers. The Dataproctor is also aware of the pivotal moments in the target’s life.
Round Five (Broken)
The Dataproctor may plunder the target’s machine existence at will. Any information contained in the target’s digital footprint is an open book for the Dataproctor. The Dataproctor can also use this technique to identify implanted memories or personalities.
Altering uploaded data feeds and noospheric archives requires utmost skill and experience, this ability enables the Dataproctor to enter into another Imperial mechanical’s digital existence and completely reprogram the contents, insidiously reshaping its memories and experiences as he desires. This can be something as simple as an engram designed to fool casual searches by other Mechanicus, or something more crafted and elaborate to remake an entire personality and constructed as ‘false self ’ the unfortunate victim will believe to be true.
Opposing tech-use skill checks. Modifiers for Dataproctor: +10 bonus for each Imperial machine trait a target has, +10 bonus for each cybernetic cogitator implant a target has, +10 if a target has a MIU installed, -10 if a target wears holy cog of Omnissiah.
1 (Sow Confusion)
The Dataproctor can shroud a single event or memory, stored in the subject’s cogitators or noosphere, in doubt and mental fog, inflicting a –20 penalty to his recall of facts concerning it.
2 (Implant Falsehood)
The Dataproctor can now implant simple information like a false face on a killer in a witness’s memory augmentation’s, a false pass code, or any other single sentence’s worth of knowledge the subject will now recall as fact.
3 (Rewritten History)
The Dataproctor can now alter a single event or series of events in the subject’s recent augmented or noospheric feed to his specifiction. The subject will now earnestly believe this ‘new’ version of events to be the truth.
4 (Sculpt Synapses)
The Dataproctor can now supplant a single major long term memory or obliterate it entirely, affecting potentially the perception of an entire sequence of events in the subject’s lives and noosperic footprint, and perhaps influencing the subject’s personality in the process. This also inflicts 1D5 Insanity points on the subject.
5+ (Digital Block)
In addition to his other workings, the Dataproctor can put in place a additional fire wall that grants the target a +10 bonus to his opposed Tech-use skill Test when resisting Data-breach. This also conceals the Dataproctor’s tampering.
Hacking He’s more machine now than man…page 11, edited for Ultima Tectum campaign
All Tech-Adepts are equipped with interface systems which connect them to the outside world, to the systems of their Forge World or ship, and ultimately, to the Omnissiah. These interfaces include such things as high-speed auditory vox-channels, binaric fields, tight-beam coders, MIU interfaces to noosphere, data tethers, wireless frequency networks and aethyrnet links.When the disagreements and arguments between Tech-Adepts descend into outright combat, the battles are not just on the physical plane (and, in the case of the machina-mentors, on the aetheric plane) but also across these technological interfaces as the adepts attempt to hack into one another’s systems and either take control of, or shut down, their opponent’s internal systems.The vast majority of bionics issued to characters such as Imperial Guardsmen, Rogue Traders and even Inquisitors are not susceptible to this form of attack as they have no interfaces to the outside world. However, servitors and other characters who can be controlled from a distance (such as arco-flagellants, servo-skulls and cyber-mastiffs) can be attacked in this way as the MIU links, vox-pickups or comm-interfaces that allow their master to control them also act as conduits through which a determined attacker can hack.
A Tech-Adept character can spend actions attempting to hack into the systems of an opposing Tech-Adept, servitor or similar character as long as the target is within 25 yards and in line-of-sight. As with shooting, close combat and psychic powers, a test is required to successfully hack an opponent’s systems.
- The basic percentage chance of a successful hack is based upon the character’s Tech-use skill test.
- This chance is modified by the difficulty rating of the hack as listed below.
- If a Tech-Adept fails a hacking test, the feedback is likely to damage his cranial circuitry. For every full 10% that an adept fails a hacking test by, he loses temporarily D10 from his Intelligence characteristic.
The character who is the target of the hacking attempt is unlikely to be defenceless when it comes to this form of attack and will be protected by all manner of encryption systems, intrusion countermeasure electronics, security lock-outs and data-seals.
- The target character may attempt to defeat the hacking attempt by taking a Sagacity test.
- The amount he passes the test by is a negative modifier to the attacking Tech-Adept’s hacking test.
- The target character’s defences will however be weakened by the hacking attempt; and should he fail his Sagacity test he will lose D10 from his Sagacity characteristic for every full 10% the test was failed by.
System Paralysis – Difficulty: 10 – The Tech-Adept attempts to access systems such as the target’s power source or respiratory system with the intention of temporarily shutting them down and thus rendering the target helpless. The target is stunned for one turn for every 10%, or part thereof, that the hacking test is passed by. The target may spend actions attempting to restart the disabled systems at the start of each turn and will succeed in restoring full functionality if he can pass a Sagacity test.
System Overload – Difficulty: 5 – The adept attempts to causeas much damage to the target as possible by burning out power relays, overloading data channels or shredding neural links. The target adds D6 to his injury total for every 10%, or part thereof,that the hacking test is passed by. This damage can be repaired using the normal rules for recovery.
Shut-down System – Difficulty: 10 – The adept attempts to shut-down specific systems within the target’s body; for example disabling mechadendrites, shutting off stimm injectors or crippling bionic legs. The precise effect may need to be determined by the GM but in general the system effected is unusable for one turn for every 10%, or part thereof, that the hacking test is failed by. If the system is a life-critical one, such as a bionic respiratory system, then the effect is the same as the System Paralysis hack above. The target may spend actions attempting to restart the affected system, and will need to pass a Sagacity test to be successful.
Dominate – Difficulty: 20 – The adept attempts to breach the target’s control systems and take control himself. The target counts as being on the same side as the Tech-Adept for one turn for every 10%, or part thereof, that the hacking test is passed by.However, the control is not complete and the target deducts 1 from his Speed and has an additional -25% from any rolls required to perform actions whilst under the adept’s control. The target may attempt to re-establish control over his systems at the start of every subsequent turn and will succeed if he can pass a Sagacity test.
Where the target is a servitor-type character controlled by an opposing Tech-Adept, he may make a Sagacity test to attempt to disrupt the attempt to hack into his servitor’s systems as long as he is within 15 yards and line-of-sight of the servitor.
- If successful, he can use his Sagacity to fight off the hacking attempt rather than the servitor’s.
- If the target of the attack has no Sagacity characteristics, a servo-skull or cyber-mastiff for example, then use a standard value of 15 when resolving this form of attack.
- No Tech-Adept would go so far as to disable his interface systems in order to make himself immune to this form of assault; to do so would cut-off him from the Omnissiah and severely hamper his ability to interface with technology – a Tech-Adept who does try this will lose any bonus to interacting with technology due to his rank, and suffer a-10% penalty on top as his technological ‘senses’ are inoperative.
- In addition to using these remote interface systems to hack the systems of an opposing character, a Tech-Adept will be able to remotely access any technology that has a compatible interface. If the GM declares that the systems are compatible, then the Tech-Adept does not have to move into base to base contact with the machine in order to access it’s systems, but can do so as long as it is within 25 yards and in line-of-sight.
There are two ways in which these rules can be used; either you can assume that all Tech-Adepts are capable of employing the above forms of attack and their proficiency with them is denoted by their Sagacity; or a Tech-Adept may be capable of some, all, or none of these attacks, and any he is capable of performing are listed in his profile in much the same way as psychic powers. Which way you choose is entirely up to you, your GM and the rest of your gaming group
Haywire Pulse He’s more machine now than man… page 9
The Tech-Adept has concealed a small haywire pulse generator within his augmented torso. The pulse can be activated once per game at a cost of one action, and has the same effects as a haywire grenade being set off centered on the adept’s location – if the adept moves while the pulse is active, the field will move with him. The Tech-Adept has hardened his systems against the effects of the haywire pulse and will only be affected by the pulse for a maximum of one turn (the hardening is only effective against the haywire pulse emitted by the character’s own haywire pulse generator).
Micro-Power Field Vambraces He’s more machine now than man… page 7
Extremely rare micro power field generators are fitted to the character’s forearm. The arm may be used to parry when the character is unarmed, but cannot be destroyed by parrying a power weapon.
Synaptic fuse (talent), Servants of the Machine-God page 73, edited for Ultima Tectum campaign
Used for a secure delivery of short range vocalized messages through biological carrier, human or servitor, thus hiding transmitted message from signal detection. After a completed delivery of the message a detonation of a synaptic fuse within a thrall’s brain is activated, forever burning any memory of the delivered message from it’s biological mind or cybernetica cortex.